Coding Assignments

This thread describes currently outstanding coding projects, their status and who's assigned to implement them.It is a living document that will be updated as features mature from planning into readiness for implementation.

Coders -- Since the Art Department is now in full swing making new items, please check this Thread for the ongoing process of implementing new items into the PoP 4.0. ---> MP

Re-work soldier face codes to fit PoP4 better: http://prophesyofpendor.forumotion.net/t759-re-defining-troops-skills-and-attributes-and-face-codes-for-troopsCoding Status: waiting for assignmentCoder: N/APriority: Low-MediumSynopsis: These face codes should be more specific to emphasize the looks of the troops of each faction. It is suggested that they also have their constant names changed to be easier to identify. (i.e [faction]_face_younger_1 until [faction]_face_older_2). All in all there are 5 faces for face_1 (gradually aging) and five faces for face_2 (gradually aging). Then the face range can be appropriately defined for each troop class.

What do you mean by defs? The ID, "p4_nohseru_warden", or the other things that I don't know what to call, tf_mounted|tf_guarantee_horse|tf_guarantee_awsomeness...etc?

Oh, I meant troop definitions as in the whole troop declaration. It includes all the fields of the troop. We may want to update them even if they are listed as finished (- reagrding what they wear and their attributes, skills and weapon proficiencies.

I'd like to use the wpe (for regular troops, lors and leaders) and wpex functions (for companions, because the companions can be freely equipped by the player).To accommodate Mordred's base tier + faction modifier + troop line modifier there is a new function in the SVN module troops that I uploaded.

and then in the troop's definition where it says for example:sold_attrib_8

we can instead use:add_attr(tier_10_base_attr,melitine_attr_modifiers,rollingthunder_attr_modifiers)

This can be applied to troops that need this kind of definition.

In header_troops we add this:

Code:

def strength(x): return (((bignum | x) & 0xFF) << 0)

def agility(x): return (((bignum | x) & 0xFF) << 8)

def intelligence(x): return (((bignum | x) & 0xFF) << 16)

def charisma(x): return (((bignum | x) & 0xFF) << 24)

In the add_attr(x,y,z) function we could also add cap values so that minimum can't be lower than 3 and maximum can't be higher than 30.This code is a bit tentative currently because I'm not sure if we will benefit from using it.

But it perhaps allows for easier troop defining and easier balancing. Also it would allow for making changes in one place that subsequently affects a whole faction (if the faction modifier constant list is changed for example).

As for the troops. I have done the renames and troop trees for ashenborn, melitine, and nohseru (this included some changes in scripts and party templates b/c of the name change). So should I change the coding status back to "nearly finished", since I didn't do equipment and stats?

As for the troops. I have done the renames and troop trees for ashenborn, melitine, and nohseru (this included some changes in scripts and party templates b/c of the name change). So should I change the coding status back to "nearly finished", since I didn't do equipment and stats?